The Normal and Heroic Patch 5.0 raids now have a buff (that can be disabled) that reduces enemy health and damage by 10%.

When Patch 5.2 goes live, all players who have defeated Will of the Emperor, Grand Empress Shek’zeer, and/or Sha of Fear prior to the release of Patch 5.2 will receive a Feat of Strength to mark their accomplishments.

DWY_DB_WORK_BUG_COPY - The pet card displays information about a pet's abilities and stats.\n\n\nHover over the pet's icon to see how to obtain a pet.

ERR_DIFFICULTY_CHANGE_COMBAT_COOLDOWN_S - Raid was in combat recently and may not change difficulty again for %s.

EXCLUDE_BATTLEGROUNDS_LINE_1 - You can exclude up to

EXCLUDE_BATTLEGROUNDS_LINE_2 - %d battlegrounds

EXCLUDED_BATTLEGROUNDS_SEPARATOR - &

INCLUDED_BATTLEGROUNDS - Included Battlegrounds

SPELL_FAILED_CUSTOM_ERROR_191 - There is nothing to be fetched.

Patch 5.2 PTR Official Notes Update

Originally Posted by Blizzard
(Blue Tracker / Official Forums)

General

The Legendary Quest Continues:

Players seeking to re-acquire previous Legendary quest rewards (Such as gems for Sha-touched weapons) can now speak with the Blacktalon Quartermaster, the surly-looking Pandaren standing in the first floor of the Tavern in the Mists.

Glyph of Blink will now increase the movement speed bonus provided by Blazing Speed by an additional 50%.

Blazing Speed is now a level 15 talent, replacing Scorch. can be triggered at will, provides root/stun immunity, and has a 10-second cooldown (was 25 seconds). This ability replaces Blink.

Flameglow, a new talent is available at level 30 and replaces Blazing Speed. The passive ability encases the Mage in fiery energy, absorbing damage from each attack made against the Mage equal to 20% of their spellpower, up to a maximum of 30% of the attack.

Cold Snap now heals the Mage for 15% of maximum health when used, down from 30%.

Ring of Frost cast instantly through Presence of Mind now has a 2 second arming period before the Freeze effect is activated against targets in the area of effect. The 2 second arming period can be reduced by Haste.

Paralysis is now a physical, non-magical effect, can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards. The Paralysis effect lasts 40 seconds (was 30 seconds) for non-player targets, 4 seconds when used against other players, and lasts 50% (was 200%) longer when used from behind a target.

Several of these may be tooltip updates, see Ghostcrawler's tweets. [1, 2]

Spiritual Healing is a new passive ability obtained by Discipline and Holy Priests at level 10. This ability increases the amount of healing done by Flash Heal, Binding Heal, Renew, and Prayer of Mending by 25%. The amount of healing done by those four spells have been reduced by 20%. For Holy and Discipline Priests, there is no change to the amount of healing done by those four spells.

Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to fear the attacker. When cast, the ability has 1 charge, costs 5% health to activate, and has a 30-second cooldown.

Blood Fear has a new visual and sound effect, and has a visual and sound effect when the fear effect is activated.

Blood Fear has been replaced by Blood Horror. Blood Horror costs 5% health, has 1 charge, and lasts 60 seconds with a 30 second cooldown. While Blood Horror is active, melee attacks that strike the Warlock will cause the attacker to be horrified for 4 seconds.

Ice Tomb, Elementium Bolt, and Stun Seed's damage has been reduced by 25%.

Geyser's damage has been reduced by 12.5%.

Conflagrate's base damage has been increased by 20% and its bonus damage has been reduced by 60%.

Siphon Life now heals for a flat amount instead of a percentage of the damage that had been dealt.

Ghostly Bite now has a cooldown of 7 rounds (was 3 rounds).

Spectral Strike now has a cooldown of 4 rounds (was 3 rounds).

Light now has a cooldown of 4 rounds (was 3 rounds).

Call Darkness now lasts for 5 rounds (was 9 rounds).

Raids, Dungeons and Scenarios

Throne of Thunder loot drops are now available for testing in Raid Finder, Normal, and Heroic difficulty. Please note that at this stage of testing, bonus rolls are not yet available, art for weapons, armor pieces, and the drop rates themselves are not yet final.

Ao Pye at Niuzao Temple in Towlong Steppes is offering to sell Shadow-Pan Assault faction gear to adventurers for Valor points. Another NPC will also be selling those items in or near the entrance to the Throne of Thunder on Isle of the Thunder King.

For testing purposes, Flaskataur is selling normal Tier 15 armor for gold on the PTR.

On Normal and Heroic mode, zone-wide auras have been activated in Mogu’shan Vaults, Heart of Fear, and Terrace of Endless Spring, reducing the health and damage of all enemies therein by 10%. A NPC near the entrance within each zone explains this, and offers to deactivate the buff for the benefit of brave/foolhardy adventurers.

When Patch 5.2 goes live, all players who have defeated Will of the Emperor, Grand Empress Shek’zeer, and/or Sha of Fear prior to the release of Patch 5.2 will receive a Feat of Strength to mark their accomplishments. The Feats of Strength will be: “Ahead of the Curve: (Will of the Emperor, Grand Empress Shek’zeer, Sha of Fear)” for players that have defeated them on Normal difficulty and “Cutting Edge: (Will of the Emperor, Grand Empress Shek’zeer, Sha of Fear)” for players that have defeated them on Heroic difficulty. Once 5.2 is released, these Feats of Strength will no longer be obtainable.

Level 90 players that use Dungeon Finder to look for a random Dungeon or Scenario will receive additional bonus Valor Points upon completing specific Dungeons or Scenarios.

Players can obtain a new title "Khan", by completing the following Battleground achievements: Master of the Battle for Gilneas, Master of Twin Peaks, Master of Temple of Kotmogu, Master of Isle of Conquest, and Master of Silvershard Mines.

Savage Roar Duration has a new effect: Increases your movement speed by 15% while in Bear Form, Cat Form, or Travel Form. Only active outdoors. This speed increase is not cumulative with Feline Swiftness.

Blazing Speed is now a level 15 talent, down from 30. Now has a 25 sec cooldown, up from 10. No longer replaces Blink. No longer frees the caster from stuns and bonds, and makes them immune for the duration.

Flameglow (New) Protects you with fiery energy, absorbing [ 20% of Fire Spell Power ] damage from each attack against you (up to a maximum of 30% of the attack). Mage - LvL 30 Talent.

Holy Nova Causes an explosion of holy light around the caster, causing [ 332 + 14.3% of Spell Power ] Holy damage to all enemy targets within 10 yards and healing up to 5 targets within 10 yards for [ 2,564 + 24.7% of Spell Power ]. Healing is divided among the number of targets healed. These effects cause no threat.

Acid Rain Spits a globule of acid at a random enemy, inflicting 350,000390,000 Nature damage to all players upon impact. The damage of Acid Rain is reduced the further enemies are from the point of impact. Instant.

Arctic Freeze Breathes ice on all enemies in front of the caster, inflicting 150,000165,750 Frost damage every second for 3 sec. Enemies hit by Arctic Freeze begin to freeze solid and are stunned for 20 sec. if they reach 5 stacks of Arctic Freeze. Instant.

Cinders Ignites an enemy, inflicting 125,000136,500 Fire damage and an additional 75,00097,500 Fire damage every 1 sec. for 30 sec. When Cinders is removed, a pool of flames is created at the target's location. The pool inflicts 125,000136,500 Fire damage every 1 sec. to all enemies within 5 yards. 1.5 sec cast.

Cinders Ignites an enemy, inflicting 125,000136,500 Fire damage and an additional 75,00097,500 Fire damage every 1 sec. for 30 sec. When Cinders is removed, a pool of flames is created at the target's location. The pool inflicts 125,000136,500 Fire damage every 1 sec. to all enemies within 5 yards. Instant.

Ignite Flesh Breathes flames on all enemies in front of the caster, inflicting 150,000165,750 Fire damage every second for 3 sec. Enemies hit by Ignite Flesh burn for 35,00039,000 additional Fire damage every second for 45 sec. This effect stacks. Instant.

Judgment of the LoaUnleashes the Loa's judgment on an enemy, inflicting 2,750 Holy damage for each application of Mark of the Loa. 15 yd range. Instant.

Judgment of the LoaBlesses an ally with the light of loa, healing them for 10% of their maximum health. 10 yd range. 2.5 sec cast.

Life DrainInflicts Shadow damage to the nearest target in front of the caster and heals Durumu based on the damage inflicted. 100 yd range. Instant.

Mark of the LoaInflicts 5,000Inflicts 2,750 Holy damage every second for 15 sec. This effect stacks. 10 yd range. Instant.

Megaera's Rage Megaera spits flames at her target when they are not within melee range. The flames inflict 250,000325,000 Fire damage to all enemies within 5 yards upon impact. 500 yd range. Instant.

Megaera's Rage Megaera spits poison at her target when they are not within melee range. The poison inflict 250,000325,000 Nature damage to all enemies within 5 yards upon impact. 500 yd range. Instant.

Megaera's Rage Megaera spits ice at her target when they are not within melee range. The ice inflict 250,000325,000 Frost damage to all enemies within 5 yards upon impact. 500 yd range. Instant.

Quake Stomp Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health andstunning all enemies for 1 sec and inflicting Physical damage to each equal to 120% of their maximum health. Quake Stomp also increases the frequency of Rockfalls for 9 sec. 1.88 sec. 2.3 sec cast. 3 sec cooldown.

RampageInflicts 45,000Inflicts 58,500 Frost damage to all enemies. The damage of Rampage is increased by 25% for each additional Frozen Head. Instant.

RampageInflicts 45,000Inflicts 58,500 Arcane damage to all enemies. The damage of Rampage is increased by 25% for each additional Arcane Head. Instant.

RampageInflicts 45,000Inflicts 58,500 Nature damage to all enemies. The damage of Rampage is increased by 25% for each additional Venomous Head. Instant.

RampageInflicts 45,000Inflicts 58,500 Fire damage to all enemies. The damage of Rampage is increased by 25% for each additional Flaming Head. Instant.

Rockfall A lightning charged stalactite falls from the roof of the cave, inflicting 250,000515,000 Nature damage to enemies within 5 yds. and 35,00081,000 Nature damage to enemies within 20 yds. Unlimited range. Instant.

Rockfall A lightning charged stalactite falls from the roof of the cave, inflicting 250,000515,000 Nature damage to enemies within 5 yds. and 35,00081,000 Nature damage to enemies within 20 yds. Unlimited range. Instant.

Rot Armor Breathes corrosive gas on all enemies in front of the caster, inflicting 150,000165,750 Nature damage every second for 3 sec. Enemies hit by Rot Armor take 10%6% increased damage from all sources for 45 sec. This effect stacks. Instant.

Rot Armor All damage taken increased by 10% for 45 sec. Instant.6% for 45 sec. Instant.

Serpent's Vitality Breathes life and vitality into players, causing them to regenerate 20,000 health and 20,0005,000 mana every 1 sec. Instant.

Torrent of Ice Channels a beam of ice at at an enemy, inflicting 50,00055,250 Frost damage at the point of contact every 0.5 sec. for 8 sec. The beam freezes the ground in its wake, inflicting 80,00088,400 Frost damage and slowing movement speed every second to all enemies who touch it. Instant.

Unstable Anima Corrupted life energy erupts from the afflicted player, dealing 1,000,0002,500,000 Shadow damage divided among all allies within 8 yards. If no nearby allies are struck, a catastrophic explosion will result. 200 yd range. Instant.

Unstable Vita Charges the target with storm energy, causing a surge of lightning every 108 sec, which transfers Unstable Vita to the farthest available target. The streaking lightning deals 300,000400,000 Nature damage to all players in its path, and afflicts those it touches with Vita Sensitivity. 200 yd range. Instant.

Unstable Vita Charges the target with storm energy, causing a surge of lightning every 108 sec, which transfers Unstable Vita to the farthest available target. The streaking lightning deals 300,000400,000 Nature damage to all players in its path, and afflicts those it touches with Vita Sensitivity. 200 yd range. Instant.

Suddenly all these different things apply Hunter's mark. BECAUSE PUTTING IT ON THERE AHEAD OF TIME WAS JUST WAAAAY TOO INCONVENIENT, EH?! Not to mention it's REALLY useless in a raid situation where there are other Hunters. Oh, every time I use KC a new mark gets put on, but every time Hunter2 uses chimera shot his overrides mine and then when Hunter3 uses explosive shot that overrides H2's...

Take a tranquilizer or two. This is replacing the glyph, which did the exact same thing, which every single PvP and PvE hunter took. Every. Single. One. So nothing's changing from 5.1, except hunters now have one more choice for major glyph slots.

Also, Hunter's Mark works for all hunters, no matter whose is applied. It's always been like this, so it doesn't matter whose overrides whose, and never has.

Why must they insist on making this game easier and easier and easier at every damn turn?? Suddenly all these different things apply Hunter's mark. BECAUSE PUTTING IT ON THERE AHEAD OF TIME WAS JUST WAAAAY TOO INCONVENIENT, EH?! Not to mention it's REALLY useless in a raid situation where there are other Hunters. Oh, every time I use KC a new mark gets put on, but every time Hunter2 uses chimera shot his overrides mine and then when Hunter3 uses explosive shot that overrides H2's....

I can tell you play a hunter because this post is very informed and relates to reality in a very interesting way.

You know Developers are not doing their job when you see a healing spell doing 50 healing every 2 sec over 10 sec.... Great job BLizzard proving to the holy paladin community that another Sunwell is incoming.

what are you joking? thats a pretty standard and expected FoS. Finish one tier before the next tier appears. and how is it a waste of space? it creates its own space and doesnt push anything else out of the way.

You know Developers are not doing their job when you see a healing spell doing 50 healing every 2 sec over 10 sec.... Great job BLizzard proving to the holy paladin community that another Sunwell is incoming.

Because datamining is always 100% correct, and abilities never have any scaling, right?

It's just a rectangular, pixelated panel that shows an accomplishment, it's not going to bite. This game is about setting goals, and something to show for it is always a nice thing.
As for Normal feats, well, not everyone cares about heroics. A vast majority of guilds get plenty of joy out of just killing normal bosses with friends.

what are you joking? thats a pretty standard and expected FoS. Finish one tier before the next tier appears. and how is it a waste of space? it creates its own space and doesnt push anything else out of the way.

Fewer and more meaningful Feats over too many insignificant Feats, such as clearing (gasp) the normal modes. As someone else put it well, what's next, LFR feats of strength?

Normal modes should reward an achievement, but I don't see how anything "Normal" is FoS-worthy.

- to put it one way, I'd rather have FoS mean something and fail to earn it, than have all of them be meaningless.

what are you joking? thats a pretty standard and expected FoS. Finish one tier before the next tier appears. and how is it a waste of space? it creates its own space and doesnt push anything else out of the way.

More focused on the fact that the FoS have changed from HEROIC kills of the 3 end bosses, to NORMAL kills. It's a waste of space b/c clearing T14 on normal before T15 is in now way a FoS, it just shows that you raided T14 past LFR.

More focused on the fact that the FoS have changed from HEROIC kills of the 3 end bosses, to NORMAL kills. It's a waste of space b/c clearing T14 on normal before T15 is in now way a FoS, it just shows that you raided T14 past LFR.

They didn't "change" anything, they added equivalents of the Cutting Edge FoS for normal modes, big deal. It's not like we don't already get FoS for opening christmas presents or just logging in during the wow anniversaries.

why must they insist on making this game easier and easier and easier at every damn turn?? Suddenly all these different things apply hunter's mark. Because putting it on there ahead of time was just waaaay too inconvenient, eh?! Not to mention it's really useless in a raid situation where there are other hunters. Oh, every time i use kc a new mark gets put on, but every time hunter2 uses chimera shot his overrides mine and then when hunter3 uses explosive shot that overrides h2's...

Changing the mage talent from blazing speed to another damage reduction? No fucking thanks! There are already too many useless talents in too many places on all classes that are some kind of damage reduction. It's like they took talents from being utility/boosts to "hey, if you pvp you'll like these widespread aoe roots/dmg reduction/etc!!" between mage armors, temporal shield, ice block and alter time there really doesn't need to be yet another dmg reduction.

I wish they would do away with talents...they were lame enough to begin with; and now they're even worse.

Also - that druid movement thing from the set bonus? Really lame.

I think it's time for blizzard to admit that they are finally totally running out of ideas.